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Titlebook: Biomechatronics in Medical Rehabilitation; Biomodelling, Interf Shane (S.Q.) Xie,Wei Meng Book 2017 Springer International Publishing AG 20

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11#
發(fā)表于 2025-3-23 09:52:17 | 只看該作者
12#
發(fā)表于 2025-3-23 14:21:47 | 只看該作者
13#
發(fā)表于 2025-3-23 22:06:23 | 只看該作者
State of the Art,rovided. This is followed by a review of the state-of-the-art in biomechanical model-based control strategies, with primary focus on its application to rehabilitation robots. Finally, the reviewed materials are discussed to highlight issues in biomechanics that require further work, and are hence the subject of investigation for this research.
14#
發(fā)表于 2025-3-24 02:04:26 | 只看該作者
Neuromuscular Model for Gait Rehabilitation,ased on only two EMG channels, one from the extensor and one from the flexor muscle, and the minimum set of adjustable parameters. The design of advanced human-robot interaction control strategies and human-inspired gait rehabilitation robots can also benefit from the information provided by the PENm.
15#
發(fā)表于 2025-3-24 06:08:10 | 只看該作者
16#
發(fā)表于 2025-3-24 06:36:07 | 只看該作者
17#
發(fā)表于 2025-3-24 13:06:40 | 只看該作者
https://doi.org/10.1007/978-3-662-04687-6measurements. Two types of human-robot interaction approaches were used, one was the sEMG-based interface controller, and the other was the impedance-based interface controller. This chapter also presents an interface based on human sEMG and a physiological musculoskeletal model for human upper limb movements.
18#
發(fā)表于 2025-3-24 16:44:50 | 只看該作者
Yeze?a Huaypar,Luisa Vetter,Jorge Bravoing to fulfil the requirements for controlling a human-inspired rehabilitation robot via muscle forces. It is targeted at providing real-time force assistance during gait. The PMFE is based on a 2D computer-generated musculoskeletal model, which computes anatomical parameters and time-variable moment arms.
19#
發(fā)表于 2025-3-24 22:28:06 | 只看該作者
J. Desimoni,C.P. Ramos,R.C. Mercadertrol. This chapter summarises the main outcomes and conclusions of this book, as well as highlight the contributions made by the authors. This chapter also provides a discussion of future directions that can be explored to extend or advance the work presented in this book.
20#
發(fā)表于 2025-3-24 23:09:11 | 只看該作者
A Hybrid BCI for Gaming,ing that involves training aspects and more complex commands. An EEG cap with seven active electrodes was used to collect users’ brain signals. The signals were passed through noise suppression and classification using the Fast Fourier Transform (FFT), the ANBF and adaptive thresholds.
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